Files
FTXUI/src/ftxui/component/component.cpp
Arthur Sonzogni 602392c43d Implement flexbox (#277)
This implement the flexbox elements, following the HTML one.

Built from them, there is also the following elements:
- `paragraph`
- `paragraphAlignLeft`
- `paragraphAlignRight`
- `paragraphAlignCenter`
- `paragraphAlignJustify`

This is a breaking change.
2021-12-11 17:58:25 +01:00

177 lines
5.1 KiB
C++

#include <stddef.h> // for size_t
#include <algorithm> // for find_if
#include <cassert> // for assert
#include <iterator> // for begin, end
#include <utility> // for move
#include <vector> // for vector, __alloc_traits<>::value_type
#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse, CapturedMouseInterface
#include "ftxui/component/component.hpp"
#include "ftxui/component/component_base.hpp" // for ComponentBase, Components
#include "ftxui/component/event.hpp" // for Event
#include "ftxui/component/screen_interactive.hpp" // for Component, ScreenInteractive
#include "ftxui/dom/elements.hpp" // for text, Element
namespace ftxui {
namespace {
class CaptureMouseImpl : public CapturedMouseInterface {};
} // namespace
ComponentBase::~ComponentBase() {
DetachAllChildren();
}
/// @brief Return the parent ComponentBase, or nul if any.
/// @see Detach
/// @see Parent
/// @ingroup component
ComponentBase* ComponentBase::Parent() const {
return parent_;
}
/// @brief Access the child at index `i`.
/// @ingroup component
Component& ComponentBase::ChildAt(size_t i) {
assert(i < ChildCount());
return children_[i];
}
/// @brief Returns the number of children.
/// @ingroup component
size_t ComponentBase::ChildCount() const {
return children_.size();
}
/// @brief Add a child.
/// @@param child The child to be attached.
/// @ingroup component
void ComponentBase::Add(Component child) {
child->Detach();
child->parent_ = this;
children_.push_back(std::move(child));
}
/// @brief Detach this child from its parent.
/// @see Detach
/// @see Parent
/// @ingroup component
void ComponentBase::Detach() {
if (!parent_)
return;
auto it = std::find_if(std::begin(parent_->children_), //
std::end(parent_->children_), //
[this](const Component& that) { //
return this == that.get();
});
parent_->children_.erase(it);
parent_ = nullptr;
}
/// @brief Remove all children.
/// @ingroup component
void ComponentBase::DetachAllChildren() {
while (!children_.empty())
children_[0]->Detach();
}
/// @brief Draw the component.
/// Build a ftxui::Element to be drawn on the ftxi::Screen representing this
/// ftxui::ComponentBase.
/// @ingroup component
Element ComponentBase::Render() {
if (children_.size() == 1)
return children_.front()->Render();
return text("Not implemented component");
}
/// @brief Called in response to an event.
/// @param event The event.
/// @return True when the event has been handled.
/// The default implementation called OnEvent on every child until one return
/// true. If none returns true, return false.
/// @ingroup component
bool ComponentBase::OnEvent(Event event) {
for (Component& child : children_) {
if (child->OnEvent(event))
return true;
}
return false;
}
/// @brief Return the currently Active child.
/// @return the currently Active child.
/// @ingroup component
Component ComponentBase::ActiveChild() {
return children_.empty() ? nullptr : children_.front();
}
/// @brief Return true when the component contains focusable elements.
/// The non focusable Components will be skipped when navigating using the
/// keyboard.
/// @ingroup component
bool ComponentBase::Focusable() const {
for (const Component& child : children_) {
if (child->Focusable())
return true;
}
return false;
}
/// @brief Returns if the element if the currently active child of its parent.
/// @ingroup component
bool ComponentBase::Active() const {
return !parent_ || parent_->ActiveChild().get() == this;
}
/// @brief Returns if the elements if focused by the user.
/// True when the ComponentBase is focused by the user. An element is Focused
/// when it is with all its ancestors the ActiveChild() of their parents.
/// @ingroup component
bool ComponentBase::Focused() const {
auto current = this;
while (current && current->Active()) {
current = current->parent_;
}
return !current;
}
/// @brief Make the |child| to be the "active" one.
/// @param child the child to become active.
/// @ingroup component
void ComponentBase::SetActiveChild(ComponentBase*) {}
/// @brief Make the |child| to be the "active" one.
/// @param child the child to become active.
/// @ingroup component
void ComponentBase::SetActiveChild(Component child) {
SetActiveChild(child.get());
}
/// @brief Configure all the ancestors to give focus to this component.
/// @ingroup component
void ComponentBase::TakeFocus() {
ComponentBase* child = this;
while (ComponentBase* parent = child->parent_) {
parent->SetActiveChild(child);
child = parent;
}
}
/// @brief Take the CapturedMouse if available. There is only one component of
/// them. It represents a component taking priority over others.
/// @param event
/// @ingroup component
CapturedMouse ComponentBase::CaptureMouse(const Event& event) {
if (event.screen_)
return event.screen_->CaptureMouse();
return std::make_unique<CaptureMouseImpl>();
}
} // namespace ftxui
// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.